using System; using System.Drawing; using ClassicalSharp.Singleplayer; namespace ClassicalSharp { public class MiscOptionsScreen : MenuOptionsScreen { public MiscOptionsScreen( Game game ) : base( game ) { } public override void Init() { base.Init(); INetworkProcessor network = game.Network; buttons = new ButtonWidget[] { // Column 1 !network.IsSinglePlayer ? null : Make( -140, -200, "Click distance", OnWidgetClick, g => g.LocalPlayer.ReachDistance.ToString(), (g, v) => g.LocalPlayer.ReachDistance = Single.Parse( v ) ), Make( -140, -150, "Use sound", OnWidgetClick, g => g.UseSound ? "yes" : "no", (g, v) => { g.UseSound = v == "yes"; g.AudioPlayer.SetSound( g.UseSound ); Options.Set( OptionsKey.UseSound, v == "yes" ); }), Make( -140, -100, "Names mode", OnWidgetClick, g => g.Players.NamesMode.ToString(), (g, v) => { object raw = Enum.Parse( typeof(NameMode), v ); g.Players.NamesMode = (NameMode)raw; Options.Set( OptionsKey.NamesMode, v ); } ), Make( -140, -50, "FPS limit", OnWidgetClick, g => g.FpsLimit.ToString(), (g, v) => { object raw = Enum.Parse( typeof(FpsLimitMethod), v ); g.SetFpsLimitMethod( (FpsLimitMethod)raw ); Options.Set( OptionsKey.FpsLimit, v ); } ), Make( -140, 0, "View distance", OnWidgetClick, g => g.ViewDistance.ToString(), (g, v) => g.SetViewDistance( Int32.Parse( v ), true ) ), // Column 2 !network.IsSinglePlayer ? null : Make( 140, -200, "Block physics", OnWidgetClick, g => ((SinglePlayerServer)network).physics.Enabled ? "yes" : "no", (g, v) => { ((SinglePlayerServer)network).physics.Enabled = v == "yes"; Options.Set( OptionsKey.SingleplayerPhysics, v == "yes" ); }), Make( 140, -150, "Use music", OnWidgetClick, g => g.UseMusic ? "yes" : "no", (g, v) => { g.UseMusic = v == "yes"; g.AudioPlayer.SetMusic( g.UseMusic ); Options.Set( OptionsKey.UseMusic, v == "yes" ); }), Make( 140, -100, "View bobbing", OnWidgetClick, g => g.ViewBobbing ? "yes" : "no", (g, v) => { g.ViewBobbing = v == "yes"; Options.Set( OptionsKey.ViewBobbing, v == "yes" ); }), Make( 140, -50, "Auto close launcher", OnWidgetClick, g => Options.GetBool( OptionsKey.AutoCloseLauncher, false ) ? "yes" : "no", (g, v) => Options.Set( OptionsKey.AutoCloseLauncher, v == "yes" ) ), Make( 140, 0, "Invert mouse", OnWidgetClick, g => g.InvertMouse ? "yes" : "no", (g, v) => { g.InvertMouse = v == "yes"; Options.Set( OptionsKey.InvertMouse, v == "yes" ); }), Make( 140, 50, "Mouse sensitivity", OnWidgetClick, g => g.MouseSensitivity.ToString(), (g, v) => { g.MouseSensitivity = Int32.Parse( v ); Options.Set( OptionsKey.Sensitivity, v ); } ), MakeBack( false, titleFont, (g, w) => g.SetNewScreen( new PauseScreen( g ) ) ), null, }; buttons[2].Metadata = typeof(NameMode); buttons[3].Metadata = typeof(FpsLimitMethod); MakeValidators(); MakeDescriptions(); okayIndex = buttons.Length - 1; } void MakeValidators() { INetworkProcessor network = game.Network; validators = new MenuInputValidator[] { network.IsSinglePlayer ? new RealValidator( 1, 1024 ) : null, new BooleanValidator(), new EnumValidator(), new EnumValidator(), new IntegerValidator( 16, 4096 ), network.IsSinglePlayer ? new BooleanValidator() : null, new BooleanValidator(), new BooleanValidator(), new BooleanValidator(), new BooleanValidator(), new IntegerValidator( 1, 100 ), }; } void MakeDescriptions() { descriptions = new string[buttons.Length][]; descriptions[0] = new[] { "&aControls how far away you can place/delete blocks", "&eThe default click distance is 5 blocks.", }; descriptions[2] = new[] { "&aDetermines how the names of other players are drawn", "&eNoNames: &fNo player names are drawn.", "&eHoveredOnly: &fName of the targeted player is drawn see-through.", "&eAllNames: &fAll player names are drawn normally.", "&eAllNamesAndHovered: &fName of the targeted player is drawn see-through.", "&f All other player names are drawn normally.", }; descriptions[3] = new[] { "&aDetermines the method used to limit the number of FPS", "&eVSync: &fNumber of frames rendered is at most the monitor's refresh rate.", "&e30/60/120 FPS: &f30/60/120 frames rendered at most each second.", "&eNoLimit: &Renders as many frames as the GPU can handle each second.", "&cUsing NoLimit mode is discouraged for general usage.", }; } } }